The results from the poll are all 60/40 distributed, which means that combined would make at least 80% of the people play more if the mode is improved with all suggested options. However most people don't believe such thing will happen and consider the CRifts a missed opportunity. Maybe we will learn more at Blizzcon about that, let's see what info the invited streamers bring to us.

I doubt 80% would play more considering the only thing that had more than 50% saying they would play more is "more rewards". All the other changes probably wouldn't motivate 20% additional players over the 60% you'd get just by upping the rewards. I suspect there is a strong correlation among No votes and among yes votes on the other conditions.

Personally, I'm completely unsurprised that CRs weren't very popular and was predicting they wouldn't be successful the moment they were announced. The heart and soul of an ARPG is finding loot, and CRs take away the whole loot find aspect. The notion that people play ARPGs for competition seems kind of weird to me, when I compete, I'd much rather play a MOBA or shooter or something head to head. If they want competition, they should put in a PvP mode, not challenge rifts.

and STILL ITS NOT ENOUGH. even if you have all those items, grasp of the dead will not do any noticible damage to a monster from GR 30 or higher. it cant kill anything at all.

see, thats why i say graps of the dead were aimed to be part of the existing meta but it isnt. this is clearly result of a terrible design.

You really wonder if there just isn't a QA department, or if they are completely incompetent, and also if designers are unable to use a spreadsheet to model this stuff. They spend so much time adding new items with new features, and some of those items have no prayer of making any real impact to gameplay because the damage is sometimes order of magnitudes lower than meta damages. They are just wasting their time coming up with some of those items in the first place.

I have like three reasons:
1.) The Necropack is incoming and blizzard wants to have as many people possible buying it
2.) People tend to forget asian servers, where transactions are possible and blizzard can earn money
3.) This is a minor point maybe. But blizzard has had a good reputation because they cared about there games for a long time in the past.

But also without these points. We know there is a small team working on D3. And we are just asking for changes that are possible for the small team.
E.g. changing the difficulties should not be a big deal, the same goes for balancing primal ancients so they would give more motivation to farm (pls lets not discuss this again now ;D).
If people ask for like "i want 2 new acts, completely revolutionize the gameplaye" i am totally with you

Of course, Blizzard did care about their games, but realistically they just patched them up to a point. There were 14 major patches to D2 and D2:LoD combined, and some of those, like 1.14, had no content associated with them. We are already far past 14 patches of D3.
I think they know the problem with D3 is at the core of it's gameplay. A game that relies on nothing but endless riftrunning needs more things to prop it up. It would take such massive investments every season of time to keep players happy, and they just aren't interested in making that investment. Even if they made every change you wanted, and I'm not sure the changes are good, it would keep people happy for one more season.
Quite frankly, you can only run so many rifts, and trying out new builds doesn't require the time investment that it did in D2. People get through with the game of D3 much quicker than they got tired of it in D2. A lot of people who have played D2 still have some build or another they want to try out, or want to mess with PvP or speedrunning or whatetever, whereas you can cycle through every major build in D3 in a season due to the high loot drop rates and the ease of switching from build to build. A lot of the things they put in for "quality of life" reasons, also reduced the amount of time people will put into the game, and they don't want to offset that with coming up with new content.

honestly, for the difficulties there is way too many. Like mannercookie and meathead Mckail said a while back when he was playing the game, re-scale all the difficulties.

I say bring it back to D3 vanilla naming convention.

Torment = T13
Inferno = T10
Hell = T6
Nightmare = T1
Normal = Normal.

The CC immunity is absurd as well. It just dawned on me reading your post why my LoN bomb build feels under whelming. It pretty much felt pointless to have Bane of the trapped on that build.

Caps are needed for sure. For Gems they need to do what they did for the Taegok. Remember that gem scaled infinitely and there was a 3 sec delay per level. Re-scale the bonus % of gems such as stricken and PE. Then cap it at 10. I remember when Stricken was first introduced EVERYONE said put a cap on stricken its too OP. 2 builds come to mind that reveals the true potential of stricken (not limited to these builds). Firebird Archon and Vyr Rasha Archon. The stacks scales infinitely with archon stacks that scale infinitely. It almost feels like it double dipping. Archon needs to be capped at 100 stacks and keep it at 6%.

IMHO everything needs a cap. But they'll never cap paragon or GRs. I think GRs needs the real cap because then solo / groups can then compete for who has the fastest time. Having infinitely will always invite power creep. In the top 100 we might see all GR100s, but not all will have 10 min runs. some will have 14min runs. You also invite more builds to become the dps. rather 3 choices (with an overwhelmingly obvious optimum choice).

I can see maybe having only some difficulties made public, but for people who play HC and play solo, there needs to be the same difficulties as exist now. There is often too big a jump between, say, T6 and T10, and farming T8 might make sense. For folks who PuG and get carried a lot, it probably doesn't matter, but for those trying to progress on their own, there are huge differences.

I know that the most efficient way of getting an ancient item with the right rolls is to reroll it untill you get one. But to be honest I really don't like doing bounty runs. For me it is too much forced and not 'aRPGious' enough. I should be able to find my upgrades via rifts and GR runs, at least that is more fun to me. And now the question: do you think that avoiding bounties compleatly could still be somehow viable in terms of getting desired loot? Or would it take too much time?

All polite answers appriciated

Regards

FWIW I know quite a few people who don't do bounty runs, or at least none after they get their ancient weapon. Loot drops very freely at high GRs, and eventually you will get all the drops you need, especially if you play in high GR 4 mans. If you play with an efficient group it is probably more time efficient to rip of a bunch of Greater Rifts than to spend the equivalent time doing bounties with pugs.

Let's face it, once you are doing 80s or higher, you are getting close to an Ancient per run, and it just takes time to get the ones you need. If you are in a group that freel y trades or a clan group, its even easier.

Boss Mode and On a Good Day would be the easiest for those who are just playing a single character IMHO. Both I've done many times in previous seasons.

Yeah the other 3 are easier if you play with friends. Basically they are much easier if you run with someone of other classes who can give you their duplicate set items. Years of War and Masters of the Universe are both easy IF you have the 6 piece sets. PLing someone of the class is easy, and some set dungeons are trivial if you have the set. For the set dungeon one you just need sets like Arachyr's, IKs or Natalya's or other faceroll sets or find friends to cheese them by doing the clear while you focus on objectives.